
float4x4 WVPMatrix		: register(c0);


// The vertex shader input structure
struct VS_INPUT
{
	float4 Position : POSITION0;	// The position information
	float2 TexCoord : TEXCOORD0;
};

// The vertex shader output structure
struct VS_OUTPUT
{
	float4 Position : POSITION0;	// The position information
	float2 TexCoord : TEXCOORD0;	// The texture coordinates
};

// Our vertex shader
VS_OUTPUT MainVertexShader(VS_INPUT In)
{
	VS_OUTPUT Result;
		
	Result.Position = mul(In.Position, WVPMatrix);			
	Result.TexCoord = In.TexCoord;								// Just copy the texture coordinates
	
	return Result;
}